Hitpoint proposal [very long]

Ainamacar

Adventurer
The very necessary TL;DR version:
- Split hit points into wound and vitality that do not have individually fixed maximums, but do have a fixed total.
- Wound points effectively reduce maximum hp (until they are healed)
- Vitality is everything else.
- A creature falls unconscious when current hit points (i.e. vitality) equals or falls below current wound damage.
- Adds attrition with minimal balance implications in any single encounter.
- Grittiness (which does change encounter balance) can be added with dials.
- Almost every game element, including other modules, that works with hit points can be used without modification.
- One can ignore the distinction between wounds and vitality and exactly recover traditional hit points.
- Wound damage generated by any die showing its maximum could be very slick.

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Yesterday after browsing some of the various threads about healing I had what I think is a new idea about how to make hit points work. Perhaps it is only new to me, there are a lot of healing systems to go around. My principal excitement is that I think it could meet the basic preferences of the vitality/wounds crowd and the hit point crowd in an elegantly modular way without affecting single-encounter game balance, and which would be automatically compatible with a wide variety of other modifications that deal with hit points. Mechanically it is has similarities to 3.5's nonlethal damage, but please read on before quitting the thread in disgust! ;)

Most vitality/wound systems tend to set up separate pools for each type of damage, each with their own maximum, and then determine which pool incoming damage (whether all or some) goes into. (For simplicity I'll keep these names.) My idea is to define a single hit point total that does not predefine the size of wounds or vitality pools, but effectively keeps track of both. Vitality damage reduces hit points as normal, while current wound damage sets the threshold at which the creature starts to die and lowers the maximum number of hit points the creature can have. If the target's current hit points equals or falls below its wound damage it would fall unconscious (or die if you rock it old-school). For example, a creature with 50 hit points maximum might have taken 30 hit points of vitality damage (so it has 20 hp) and 10 points of wound damage. If it takes 10 total damage (e.g. 7 vitality and 3 wound) then its current hp equals its wound damage and the creature falls unconscious.

The target's current hit points can't be increased above normal maximum hp minus current wound damage. (A target at full health that takes 5 wound damage would still technically have 50 hp, but the hp between 46-50 are effectively temporary hit points and once lost cannot be regained.) In the example above where the target has 20 hp and 10 wound damage, an effect that heals 25 vitality would actually heal only 20, because 50-10=40. This cap means a creature always take exactly its maximum hit points in damage (whether by wounds or vitality) before falling unconscious, but the actual split of the two is not predefined. Finally, this also lets one say that e.g. the cure spells and natural healing heal wounds, but everything else can just deal with hp as normal. This effectively means a warlord, for example, would only heal vitality points, but we don't actually have to say that anywhere.

This is, in a sense, the minimal change one can make to the hit point system while distinguishing wounds and vitality, and both it and traditional hp should work well with other modules. I don't mean the new module would necessarily have the same impact when combined with either, just that it doesn't have to be aware that the vitality/wound module is in use. For example, suppose a module introduced healing surges. Traditional hp and healing surges would look much like 4e. The vitality/wound system plus healing surges might represent vitality healing over the course of a day (essentially fatigue), but keep wound damage for longer-term attrition. Or one could use a module where hit points are automatically returned to maximum after each encounter. With traditional hp this would work for a very gonzo style game, while with vitality/wounds this would represent the automatic recovery of vitality but keep track of attrition solely as hit points. A module that adds effects and healing-times or healing difficultes for wounds would probably be pretty straightforward to add.

While conceptually similar to most vitality/wound systems, what I'm proposing has a much more flexible notion of just how much damage a person can suffer because only the sum of vitality and wounds is fixed. That is, it makes the distinction between "real wounds" and everything else, but does not define how important they are relative to each other. Thematically a person could be active almost to death's (or unconsciousness') door as long as they have at least one more hit point than wound damage. In this respect it is very much like a traditional hit point system. However, it is probably more typical that the heroes deal with vitality damage, and suffer relatively few wounds. How one determines what damage is wound damage and what is vitality damage will impact the typical balance between these two extremes, of course. In addition, most vitality/wound systems with which I'm familiar try to introduce greater grittiness directly into the game not just through long-term attrition but by occasional attacks that cut to the wound points and may result in sudden death. By default what I've proposed is more likely to make you scarred than instantly decapitated, and as they level up all characters can in principle suffer worse and worse wounds. I can appreciate that has some verisimilitude difficulties, and for those who feel the same it is very easy to add on these other gritty elements. For example, the "dial" that says a character dies if it has wound damage exceeding Con is no more elaborate than that very phrase. As that will have a much larger impact on how the game plays I think it is preferable to turn it on independently.

Like any vitality/wound system, this one plays nicely with many classes having some sort of healing ability, as alluded to earlier. For me that is a big draw, because traditional hit points and plentiful non-magical healing gives me thematic hiccups. Using any vitality/wound system I feel much more free to have every character interact with it, and in distinct ways. (Warlords and bards inspire, fighters learn to temporarily ignore significant wounds, magical healers focus on removing wounds, etc.) People who want to use traditional hp and also leave most healing to time or the cleric might find this distasteful, however. This point of character/class design will be contentious no matter what WotC does, however, so it might not be weakness of this proposal so much as not a strength compared to any other vitality/wound system.

One potential pragmatic weakness of this system is how it instructs one to keep track of damage. By that I mean some people prefer to measure damage taken (adding until reaching some maximum) and others like to track current hp (subtracting until reaching 0). As presented above this system asks people to do both (effectively burning the hit point candle at both ends), rather than just one, which might be annoying for some people. Doing just one method or the other is possible, but it isn't quite as obvious as it is when every pool is fixed and associated with only one type of damage. A person that wants to keep track of vitality damage rather than current hit points could do so by rewriting the rules to say they fall unconscious when vitality damage + wound damage exceeds maximum hp, and vitality healing cannot be reduced below wound damage. A person who wants to subtract from maximums can achieve this by having both types of damage reduce current hp, but keep track of wound damage by (temporarily) changing their maximum hit point score, and fall unconscious at 0 hp. (The latter might be more in keeping with D&D's traditions, now that I think about it.) Also possible is reversing the roles above, namely subtracting wound damage from max hp, keeping track of vitality damage, and going unconscious when vitality damage exceeds current hp. These are all equivalent formulations, but the game would probably need to standardize on one presentation.

Now, how can this system satisfy the traditional hit point crowd? As you've certainly realized by now, this is easily done by ignoring the distinction between vitality and wound damage, which leaves it completely unobtrusive. After all, if wounds aren't a thing then "wound damage" is effectively fixed to 0, and a creature falls unconscious when its current hp is 0. Furthermore, since the maximum number of hit points a creature has is the same whether using vitality/wounds or not, a creature that starts with n hitpoints always falls unconscious after having suffered n net damage. That means two identical parties at full health, each using one of these systems, will essentially be equally balanced in that encounter. (They might have to reshuffle healing around a bit during the fight if only magic healing can heal wounds in battle, and so forth, but that's a second order effect.) Attrition will, of course, affect future encounters, but this version of vitality/wounds just does not introduce many side effects. Compare that to 3.5's vitality and wound alternate system, for example, where the deadliness of many monsters (e.g. those that crit a lot) was dramatically impacted.

Finally, since attrition is usually not a matter of concern for monsters, the DM can use regular hit points for them and vitality/wound points for the PCs quite transparently, with essentially no impact on outcomes. If an enemy has extensive magical healing or is important enough to want to know just how the PCs have hurt him, it can easily be swapped in on a per case basis.

That's the basic idea, let me provide some specifics for how it could work in 5e. Everything below is just rough(er) musing.

How might one introduce wound damage without needing to ever use those words in a stat block? There are lots of options, but I think a very simple one is this: whenever a die shows its maximum, the damage from that die is wound damage. First of all, this means that most attacks will not deal wound damage until multiple dice are involved, so the additional math and record keeping is unobtrusive most turns. Mathematically the expected value is always 1 point of wound damage per die that contributed to the overall damage. A 1d4 weapon and 1d12 weapon therefore have the same expected impact on attrition over time, while a weapon that does 2d6 will average twice as much per attack. This is also nice for spells, sneak attacks, or other things with lots of dice and should therefore be more likely to cause wounds. For example, the 5d6 fireball can be expected to deal 5 wound damage on average. If critical hits impose maximum damage and/or extra dice like in 4e, these also will automatically be more wounding without needing a separate rule. In addition, in almost every battle the expected total party attrition can be readily estimated. This might not be distributed evenly among members (since the actual imposition of a wound on a given attack is fairly swingy and given in 4-12 point chunks) but if the party is overall subject to 40 independent damage dice in a fight, then that is enough to make 40 wound points a reasonable expectation. (I ran a quick simulation: A couple thousand trials of 40 rolls using random d4-d12 with equal probability. The distribution is a good approximation to the normal distribution and the standard deviation is about 17, so roughly 2/3 of the time the total number of wound points dealt in such a fight would be between 23 and 57.) This is almost certainly superior to trying to estimate attrition in terms of the typical total damage dealt to the PCs during a fight, because it directly estimates the damage which counts as attrition, and is valid whether the fight is againt brutes rolling d12s or subtler creatures that do little damage but impose a lot of effects.

The expectation of 1 wound per attack die means vitality will generally play a larger role than wounds. Again assuming all d4-d12 are used equally, on average we roll a d8 which has an expected outcome of 4.5. If dice were the only source of damage then we would expect 1/4.5=2/9, or a little over 20%, of all damage to be wound damage. I'm sure 5e will have non-dice sources of damage that will lower that ratio, and maximizing critical hits raises it again, but unless the non-dice sources of damage are as significant as they are in 4e (which I'd doubt since they have said they want to keep hit point inflation in check) it's probably in the ballpark. One wrinkle is this ratio would also depend on how the number of damage dice used scale with hit points. If the primary source of more damage is more dice (5d6->9d6 fireballs for example) then it will scale somewhat. If additional damage is primarily flat bonuses to reduce rolling, then attrition becomes less important over time. I won't hazard a guess about what 5e actually does.

Another possible advantage of giving wound damage on a maximum damage die is it can provide a useful cue to the DM when describing the action. If every attack did exactly 20% wound damage and 80% vitality damage it doesn't give the DM much inspiration for describing what happened, besides being mathematically inconvenient. Instead, fights are punctuated with wounds, and occasionally really big ones. Furthermore, in these cases the damage is usually part wound and part vitality, so one can get an idea of how important each of these elements is in the description. For example, a 5d6 fireball that does 20 damage could have been 2,3,4,5,6 or 1,1,6,6,6. Both have basically the same impact on the current fight, but the latter might tell a more colorful (and skin-melty) story.

What about how much damage is required for death? As already mentioned one might cause death instead of unconsciousness when hp falls below wound damage, or for extra grit if wound damage exceeds a low threshold. Thematically I like the idea that all damage taken while helpless should be wound damage, and the character dies when wound damage equals normal maximum hit points. I like that a character with 50 hp that falls unconscious with 4 hp (more out-of-gas than wounded) is harder to kill than one who falls unconscious at 40 hp (clearly critically wounded). All of these, however, break the symmetry and therefore the balance with the normal hit point system, so there is something to be said for adapting whatever it uses.

Thank you to those who made it this far! For the time being my eyes have seen about all they can, so I'd appreciate new ones seeking both merits and lurking deadly flaws. :) If you hate vitality/wound systems please remember that I'm not asking you to "see the light." Rather, I want to consider whether 5e could be designed and balanced to work with both traditional hit points and this proposal as well as I tentatively think they could.
 

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Here is a technical synopsis of this post (from my understanding):
  • There are two pools of hit points, vitality points and wound points.
  • Vitality points are normal hit points, so if a character at his or her healthiest would have 20 hit points, in reality they have 20 vitality points.
  • Wound points start at 0 and subtract the maximum number of vitality points a character can have.
  • When vitality points = wound points, the character is unconscious and dying.
  • Vitality points can be healed by non-magical methods (see warlord) while wound points require magic or powerful displays of strength/constitution.
  • A character takes wound damage only when a maximum number is rolled on a die. So if a monster deals 2d4 + 6 damage and the DM rolls 2 and 4, the character would take 8 points of vitality damage and 4 points of wound damage.
  • Since most monsters don't survive past a single combat, they can use the old fashioned hit point system.


That was an interesting read and I encourage everyone to give it a good look. I don't have a strong opinion on the idea, but I do like it.
 

Interesting system. Very well thought out. :)

I like how you borrowed from the 3.5 subdual damage rules. I could see multiple ways to customize it to taste by changing the mechanic which determines what constitutes wound damage vs. what is vitality damage. I'm definitely more in the gamist 4e camp regarding HP. I've never been a fan of wound points, but think I'd like to play a few sessions with this to see how it works. Well done! :)
 

In 4e I'm thinking in make the con part of the HPs the wounds, and every time a character take surge value or more damage from a single attack it takes 1 wound. But maybe the best solution is simply call the healing surges wounds and make them harder to restore, the racionalization could be that between combats the PC regain the vigor but the effects of real damage apear.
 
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Thinking about it more, the only thing I don't like is the wonky nature of taking wound damage on a max die roll. Though I could see some like that as a feature.

I know your method features the elegance of tracking wound and vitality off the same total pool of HP, but I think I'd almost rather have a separate pool of wound points. Start with say a 4e base system. Change the name of surges to "stamina" or "resolve" or something.

Say you're wound points equal your CON score plus 1 per level or something. And HP are calculated normally.

When you reach half HP, you are bloodied as in 4e. While bloodied, for every 10 points of HP damage you take, you also take 1 wound point. Rest heals 1 wound point per day. Only certain spells and rituals can heal wound points. All other in combat healing such as warlord shouts, only heal HP, but not wounds. Only magic or rest can heal wound points.

Track your wounds by counting up. When wound points reach your max WP (i.e. zero) you are dead. When wound points exceed current HP, you are dazed (one action only). When HP is zero or less, you are unconscious. Certain monsters do attacks that interact with wounds in different ways. A poisonous snake may not even do HP damage anymore. Just if it hits it does 1 point of wound damage plus poison effect or something.

Or something like that. I just threw that together so the numbers may not work, but that's the general idea.
 

You know, I honestly think the only time I've ever seen the word verisimilitude used is in relation to D&D.

And yet, for the life of me, I can't figure out why. To paraphrase the theme song for MST3K, it's just a game, relax.

It's like the obsession in 1e with falling damage. There was a huge debate in Dragon about this, trying to come up with ones that took into account acceleration, rather than the simple linear system used (1d6 for every 10 feet).

Or later in 3e, weapon sizes. (Does it really matter if halfings use regular sized swords or miniature ones? No)

But D&D makes no pretense of even remotely being a realistic simulation (it said that in the introduction of the 1st ed DMG). Hit points work fine. Any "realism" gained by a convoluted system is at the expense of being confusing and slowing down play.
 

Yet many here say that healing surges and warlord break the verisimilitude for them... go figure.


You know, I honestly think the only time I've ever seen the word verisimilitude used is in relation to D&D.

And yet, for the life of me, I can't figure out why. To paraphrase the theme song for MST3K, it's just a game, relax.

It's like the obsession in 1e with falling damage. There was a huge debate in Dragon about this, trying to come up with ones that took into account acceleration, rather than the simple linear system used (1d6 for every 10 feet).

Or later in 3e, weapon sizes. (Does it really matter if halfings use regular sized swords or miniature ones? No)

But D&D makes no pretense of even remotely being a realistic simulation (it said that in the introduction of the 1st ed DMG). Hit points work fine. Any "realism" gained by a convoluted system is at the expense of being confusing and slowing down play.
 

Here is a technical synopsis of this post (from my understanding):
  • There are two pools of hit points, vitality points and wound points.
  • Vitality points are normal hit points, so if a character at his or her healthiest would have 20 hit points, in reality they have 20 vitality points.
  • Wound points start at 0 and subtract the maximum number of vitality points a character can have.
  • When vitality points = wound points, the character is unconscious and dying.
  • Vitality points can be healed by non-magical methods (see warlord) while wound points require magic or powerful displays of strength/constitution.
  • A character takes wound damage only when a maximum number is rolled on a die. So if a monster deals 2d4 + 6 damage and the DM rolls 2 and 4, the character would take 8 points of vitality damage and 4 points of wound damage.
  • Since most monsters don't survive past a single combat, they can use the old fashioned hit point system.

That looks accurate...and a better synopsis than the one I gave! :)

In 4e I'm thinking in make the con part of the HPs the wounds, and every time a character take surge value or more damage from a single attack it takes 1 wound. But maybe the best solution is simply call the healing surges wounds and make them harder to restore, the racionalization could be that between combats the PC regain the vigor but the effects of real damage apear.

I've dabbled in almost exactly the same way! Like you I had healing surges as wounds (for some wounds perhaps multiple surges) so that they were basically a very small pool of "real" hit points. I still allowed surges to restore hit points, and with the right magic wounds could be healed by expending unused surges equal to the number of surges the wound covered. So a critical wound might be worth 3 surges, and heal very slowly, but cure critical wounds could expend 3 surges to heal it on the spot. (I see now that this prefigured the "burning the hit point candle at both ends" operation I used above...) In this way characters were very incentivized to avoid wounds, and spending surges on hit points was a strain in that it reduced the ability of the creature to tolerate wounds proper. That being the case, it may have been better for the creature to keep the wound for a while because if they spent healing surges to heal it they might simply have no means to regenerate hit points or tolerate additional wounds. In the end it's still a bit too gamist for my taste, I think. And after several different ways of trying to figure out when to apply wounds (like when damage exceeds healing surge value) I decided I didn't care for a static threshold. (More on that in a moment.) For 5e, however, I've come to think that it's best to approach D&D from the perspective of pure hit points rather than a surge-like mechanic. Building a surge-like mechanic into the core will alienate enough people to give me pause, and I can't see a way to do a pure hit points module and a hit points plus surgelike module that both have the same basic balance in the game. It's that property of my new idea that I find most elegant.


Interesting system. Very well thought out. :)

I like how you borrowed from the 3.5 subdual damage rules. I could see multiple ways to customize it to taste by changing the mechanic which determines what constitutes wound damage vs. what is vitality damage. I'm definitely more in the gamist 4e camp regarding HP. I've never been a fan of wound points, but think I'd like to play a few sessions with this to see how it works. Well done! :)

Thank you! Actually, when I realized there were similarities with the nonlethal/subdual damage rules my immediate reaction was "Oh crap! Didn't you kind of hate those?" :) It took a little while for me to work through the cognitive dissonance, but eventually I realized that the origin of my distaste did not arise from the similar features.

Thinking about it more, the only thing I don't like is the wonky nature of taking wound damage on a max die roll. Though I could see some like that as a feature.

Yeah, I'm not married to the idea, and I can definitely appreciate why it might seem wonky. After all, aren't the most damaging attacks almost by definition the wounds? That sounds rhetorical, but I think the answer is actually "no." Sometimes a very damaging attack can take the wind out of ones sails, arise from a curse, reflect a powerful change in mental state (say psychic damage), or a hundred other things that might not persist more than even a minute. Likewise, some wounds are in fact small, so there is no reason that damage should be either "all vitality" or "all wound", and even reason that "all vitality" is small and "all wound" is large. I grant that this isn't a very gamist viewpoint, but even there I can see some advantages. For example, if wound points and vitality points are kept in totally separate pools (like a more conventional system), then a static threshold (like 1/4 total hit points) that turns an attack that exceeds it into a wound will only ever be taking of huge chunks of wound points from the pool. Say the wound pool is 10 + Con score. If a creature has a threshold of 10 damage, then at the very minimum a wound is about 1/3 of the target's wound points. In other words, it looks like we have a lot of granularity from that many wound points, but in actual fact we do not. Using the maximum die has a very punctuated feel, one that will feel very swingy in the heat of battle, but with very well-behaved long term properties.


I know your method features the elegance of tracking wound and vitality off the same total pool of HP, but I think I'd almost rather have a separate pool of wound points. Start with say a 4e base system. Change the name of surges to "stamina" or "resolve" or something.

Say you're wound points equal your CON score plus 1 per level or something. And HP are calculated normally.

When you reach half HP, you are bloodied as in 4e. While bloodied, for every 10 points of HP damage you take, you also take 1 wound point. Rest heals 1 wound point per day. Only certain spells and rituals can heal wound points. All other in combat healing such as warlord shouts, only heal HP, but not wounds. Only magic or rest can heal wound points.

Track your wounds by counting up. When wound points reach your max WP (i.e. zero) you are dead. When wound points exceed current HP, you are dazed (one action only). When HP is zero or less, you are unconscious. Certain monsters do attacks that interact with wounds in different ways. A poisonous snake may not even do HP damage anymore. Just if it hits it does 1 point of wound damage plus poison effect or something.

Or something like that. I just threw that together so the numbers may not work, but that's the general idea.

I think that could work decently, and I especially like how the window for being dazed grows as wound points increase. Like with SeRiAlExPeRiMeNtS' suggestion, I think that base 5e pretty much needs to be surgeless for wholly non-mechanical reasons, but I don't see a way to add surges in a module without significantly changing game balance. The fact that wound points accrue so reliably is good indicator of your gamist tendencies, I think! I'm also a big fan of monsters imposing wounds directly as well, but think it can cause modularity problems for people who don't want wounds at all. (In a different thread I proposed introducing "null wounds" so that monsters can be written with wounds, but that apart from these specific effects whatever the rest of the wound system looks like could be ignored. That could be enough.) I'm curious how you would adjust the grittiness of your idea? The easiest thing would probably grant more wound points for taking less damage, but no wants to find multiples of 9. Finally, in a classic case of YMMV, the inability to take wounds without being "bloodied" trips my verisimilitude alert, while for some reason the ability of a creature to sustain ever increasing amounts of physical damage using my idea (since wound points have no fixed maximum other than total hp) does not.

Cheers.
 

I really, really like this idea. From my POV, it has two major advantages:

1. It is compatible with most HP mechanics, so it can be easily switched in and out. Nearly no changes are required to implement it in 3e or 4e, other than deciding which healing effects affect wounds and which affect vitality.

2. It enormously helps narration, compared to "normal" HPs. It gives clear distinction when characters get really wounded and how serious their wounds are; there are no "quantum wounds" anymore. Additionally, the wound damage on maximum dice acts as inspiration for the GM and makes combat descriptions more interesting, with some attacks looking dangerous and barely avoided (vitality damage) while others connect and hurt (wound damage).

Great job!
 


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